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PROJECT JUNKER
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TEXT FILE LAST UPDATE: 1.9.2015
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==========================================================================
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> CUSTOM MESHES
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==========================================================================
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> Custom-shaped meshes should be used for objects with complex shapes
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for proper object collision in-game.
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> ***ONLY use a custom mesh WHERE NECESSARY. If an object will be used simplistically,
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an appropriate mesh should be assigned in Unity (e.g. Box Collider)
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> Due to Unity 5's changes, any mesh with vertices greater than 256 will not work.
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YOU MUST either reduce the number of vertices in a mesh OR cut the mesh into
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several parts then parent those parts to empty childs in Unity.
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Refer to this YouTube link for more details:
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https://www.youtube.com/watch?v=YJD05OFhyh8
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> All customn meshes must be exported as a .FBX file.
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> All custom meshes must be placed in the "Custom Meshes" folder.
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> All custom meshes should use the following naming convention:
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"mesh_XX.fbx" where "XX" is the name of the object.
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E.g. "mesh_cart.fbx"
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> If there are two or more variations of a mesh, an alphabet prefix should be
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at the end of the object name.
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******DO NOT USE NUMBERS as the ending prefix******
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E.g. "mesh_scaffold_A.fbx"
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"mesh_scaffold_B.fbx"
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"mesh_scaffold_C.fbx" etc....
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